So, Rexy was just released to us not that long ago, and well, she’s good. Very good. In fact, she’s too good to the point where this tournament is borderline unplayable. I originally started out in the week, was doing fine, and then went on a massive losing streak of 8 losses back to back. Why? Well, they drew Rexy, and I didn’t. This tournament is basically devolving into draw Rexy to win. It’s absurd. No tournament should be like this. While creatures like Fukuimimus and 1.14 Entelomoth were really good, they had counterplay. Fukuimimus had to watch out for a Thylaconyx swap in, which could be made a real threat thanks to Megistocurus or Diplodocus. Entelomoth was the best creature in the game at the time, but again it still had counterplay. Phorusaura could come in and revenge kill it while Indo gen 2, Indom, and Indom gen 2 could also handle it pretty handily. Now, what about Rexy.Surely there are counters to Rexy, and there are. Here are the available counters to Rexy:
Megalotops
Ankylodactylus
Scorpios Rex
Indominus rex
Diplovenator
Eremoceros (not really that reliable to begin with)
That’s really it. In the legendary format, Rexy is the 4th bulkiest creature, the creature with the highest damage, and while her speed is low, with dominant roar, she speeds up past everything not using a speedup move of their own. But Rexy does have her counters. But then comes Fukuimimus. Fukuimus can swap in on and kill Ankylodactylus, Scorpios Rex, and Diplovenator as well as Indominus Rex when it uses cloak rampage. Then you have Ankylomoloch, who can swap in on Eremoceros and Megalotops.
Now let’s look at the moveset, because while some creatures are strong, they may be one and done types of creatures like Albertosaurus in its formats. Rexy is not the case. She can 1-shot the following creatures turn 1 with dominant roar:
100%
Pyrritator
45%
Alloraptor
Tarbognathus
Coelhaast
Ovilophomoloch
Dakotanops
Sinokotaraptor
Rinchicyon
Utasinoraptor
How is this fair? And when you DO kill something turn 1 with a dominant roar, then you have this rampage that’s dealing over 5000 damage. So there isn’t much that can take it. And for the things that do, they now have to deal with this devouring ability healing over 1000 hp every turn. Then you have the swap in and on escape. First up the swap in has no pinning abilities, so that should be fixed ASAPossible. Then you have the on escape. Now you have this creature with so few counters that now has an on escape to come in and just revenge kill whatever it wants to with little fear of something like Scorpios Rex swapping in. If it was a half strike, then I could get behind that, but 1850 damage is ludicrous. That’s more than giving Titanoboa an OE impact, and in many cases, it’s doing more than Titanoboa’s OE rampage when it comes to armored creatures. And to add even gas to the hellfire that is this creature, you threw on a 45% critical hit chance. Players have been complaining about how there has been too much RNG in the game as of late, so giving a creature with high damage a cointoss basically as to whether it will crit or not is not fun. And to top it all off, it has insane resistances. Vulnerability and slow immunity is fine, but Rexy doesn’t need 75% bleed and rend resistance. Now it makes counterplay even harder in the format.
How do you fix Rexy? First up, fix the swap in. Make her bound for 3 turns even. Next up, probably make it so ferocity occurs after the roar like with Mortem Rex. That way creatures like Coelhaast and Rinchicyon aren’t wiped off the face of the earth turn 1. Then, maybe make the OE be a half strike or even none at all. Maybe take away some (or all) bleed and/or rend resistance (compensate with stun immunity), and then make her less bulky. She does too much. Yes Rexy is a fan favority, but she isn’t fun to play against.
If you have suggestions, I’d love to hear them